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coppersly

coppersly

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  • @Xpljesus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1217190#Comment_1217190

    Yeah so you're saying get rid of DC penalties for killer, since the only reason a killer really has is... bad balance and frustrating gameplay. You are not pro DC penalty if this is your stance. You are essentially saying to abolish them for the killers.

    Hey they can always balance the game and minimize the frustration factor of killer gameplay while also improving survivor gameplay with an interesting objective that takes more time because it is more complex to complete and both sides are happy? I'm down for that too.

  • @Todgeweiht said:

    https://forum.deadbydaylight.com/en/discussion/comment/1217170#Comment_1217170

    There is this specific visual bug that has taken AGES to fix, its really annoying and I dont understand why people never complain about it

    https://www.youtube.com/watch?v=abJ5a3EH_Uc

    idk tbh at this point I kinda like it lmao. Sometimes it is really loud and annoying but when it just sounds funny I always laugh from it. Like getting a shiny pokemon almost but more frequent, a shiny blink if you will.

  • I thought I was and I played a few days... that was a mistake for sure lol.

    Takes like 1 game and enough bugs/toxic survivors and I'm out. Alt+F4 don't care anymore.

  • @RaSavage42 said:

    I'd say making status effects apply to skillchecks... so survivors have another layer of skill added on to what it is currently

    Remember the Ruin of old... bring that back as a status effected skillcheak... as Hemorrhage or broken

    I have made a discussion with all status effects and their own type of skillcheck... but it got buried (lol)

    There is no real skill in completing generators as they are now. Sure it takes skill to know when and which gens to repair, but the action of holding down m1 and occasionally hitting space takes very little if any actual brain power. The objective needs to actually be challenging instead of sitting down.

  • @RaSavage42 said:

    Survivor players made it clear that they don't want longer Gen times... and I agree with them

    I agree... in generators current state. It's such a boring and mindless objective. We should change it to something that requires actual brain cells to do and can't be finished before a killer walks over to the gen. Those 2 changes would make the game soooo much better for everyone.

  • @NursesBootie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1216203#Comment_1216203

    Oh boy, where to begin.

    The two big bugs are the ones that disable your blinks for the rest of the match or one blink for the rest of the match.

    If you ignore the bunch of deadzones that still exist on various maps then there are still the lunge denial after blinking, the double fatigue bug, the basement blink bug, the distance variation bug, the sensivity changing bug and a bunch of little bugs as a topping.

    She's on a level with GF with all her bugs.

    It's honestly a miracle any of us can still kill people with all of her features lmao.

    Devs seem so content with leaving her in a ######### mess and the addon pass literally failed at it's main objective so who even cares anymore? Devs certainly don't.

  • @ZoneDymo said:

    I think SWF should be reduced to using 2 perks tbh, I have been playing with my 3 friends perkless for the past week and we do completely fine.

    Considering SWF is basically build in Kindred / Bond / Aftercare / and more

    I'm all for this fix. Or maybe per SWF killer gets another perk? Honestly killers need at least 5 perk slots anyways because why does the single player have the same amount of perks as the x4 on the other side? It's just dumb to be an asymmetric game and try and force so much symmetry.

    OP I don't think it's wise to bring SWF down to solo as that will cause more problems down the line. Solo should be matched with SWF power levels and then buff all killers accordingly and design the game around 1 type of survivor instead of 2 virtually different games (solo vs SWF)

  • @MonsterInMyMind said:

    https://forum.deadbydaylight.com/en/discussion/comment/1215486#Comment_1215486

    The issue with that is there will always be maps that certain killers dont preform well on perfect example an open map vs ghostface already puts him at a disadvantage that does not justify making a quitter button.

    Well maps being garbage is a different issue tbh. Again I'm not trying to implement an 'easy quit' button or even DCs again I just want the option to not be punished if the other people I'm playing against are holding the fun of the game at hostage point and I don't want to sit there having NO F U N for 3+ minutes.

    @Xpljesus said:

    I'm sorry but how do you think DC penalties are good if your proposal can essentially be boiled down to 'give the killer the option to disconnect.' There is actually no difference to a killer choosing to surrender or being allowed to DC, other than the fact the killer may only be able to surrender at a certain point rather than immediately (except DCs are generally atleast in the middle of the game anyways...)

    Rage quitting and survivors leaving their squad are great reasons for the DC penalty.

    Bad balance and frustrating gameplay are very good reasons to want to leave a dumpster fire match and get on to another one. You're still getting punished with BPs and rank, although admittedly those don't matter too much, as well as losing addons/offering. It's just now you can go into another game right away and potentially actually have fun in that one.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1216038#Comment_1216038

    the stream was years ago, so it wasn't covering their asses for years.

    they had the choice between KYF or SWF to begin with, they decided KYF was to go in first https://youtu.be/gTpZSllfMmw?t=533

    You'd have to be pretty insane to actually think in 2016 they'd make a game with teams and not intend to include a group up function, like you have to realise how that kills the appeal of a game for 95% of people.

    No I agree with you, the team aspect of this game was going to happen one way or another.

    The problem is that they didn't balance the game around groups and it SHOWS. All I want is for SWF to not be ######### leagues, miles, EONS, ahead of solo survivors because I usually have fun against solos, very rarely is the game even approaching enjoyable against SWF teams.

    @MPUK said:

    https://forum.deadbydaylight.com/en/discussion/comment/1216038#Comment_1216038

    It was intentional,it arrived around a month after launch. Loads of people moan about how slow the devs are to do anything,so do you really believe they threw SWF together in a few weeks?

    What do the perks have to do with whether SWF was intended or not? Should they only have perks that cater to SWF??? That makes zero sense. There are solo players out there. A lot more than lost killers seem to think as I have been in a lot of lobbies where the killer moans about SWF but actually all of us respond saying weare solo players. Stop fixating on who is in your lobby and who they might be in contact with. You're probably wrong 80% of the time anyway.

    The reason I brought up perks is because they are obviously designing most of the perks around solo survivors, which become almost worthless in SWF. There are very few SWF oriented perks, and for good reason because if there was a plentiful amount the game would be in such bad shape I couldn't even imagine wanting to even LOOK at it much less play it.

  • @Johnny_XMan said:

    "and killer que times should be bad because of everyone wan to play overpowered killers and go easy mode"

    So what you're saying is, if killers didn't have to rely on skill more would be playing? Got it.

    Yes, it seems people who play online games are only interested in whatever is the easiest to win with and not much else. So I would expect people to flock away from survivor and start en mass playing killer if being killer was OP.

  • @KingOfBadRNG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1215972#Comment_1215972

    There's a live stream for it that said it was always intended also punished how?

    Yes they totally aren't saying that to cover their asses after not dealing with it for Y E A R S.

    If it was intended that's why there are so many perks that are completely worthless in a SWF group, or the fact that there's no in-game mic system, or how we have had years of continual nerfs to survivors because SWF can abuse mechanics.

    You're right, it was always intentional and not just hastily thrown together.

    Not saying I want SWF gone, I just want it to be equal to that of regular, isolated survivors. That's what the game was always intended to be and what is/was balanced around.

  • @KingOfBadRNG said:

    Ohh look another remove/nerf swf I wonder how many times this was made already. Like every one been saying you cant punish people for playing with friends.

    So we should be punished for playing against groups that were never even intended to be in the game?

    I don't want to punish people for playing with their friends I'd just like to play the game and not have SWF toxic squads ruin it.

  • @Dr_Trauts said:

    https://forum.deadbydaylight.com/en/discussion/comment/1215798#Comment_1215798

    still, that falls under the survivors fault for unhooking in the killers face.

    So yeah, although this is a kind of scummy thing to happen. Its more the survivors fault than the killer.

    Agreed. I forgot you can't have anything good in this game without worrying about how SWF will abuse it and you know they'll hookrush if they're safe in such a way.

  • @Dr_Trauts said:

    Moris are perfectly fine the way they are? i really dont see the problem with them

    My only problem is the insta rescue->mori thing. As a killer I greatly value this ability to remove a toxic person ASAP but from a survivor POV it really feels unfun and not very fair.

  • @oxygen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1215465#Comment_1215465

    My more "conservative" idea is to require any other survivor to be hooked before the last person that got hooked can be mori'd. So if survivor A gets hooked, no matter what happens they can't be killed until survivor B, C or D has been hooked once. The only purpose of this idea is to prevent the hook -> stay sorta near hook -> tunnel -> mori situation that a lot of people hate - the killer has to go hook someone else first if they want to mori someone off their first hook.

    Would you consider that still useful? Still faster than 3 hooks but I feel it would just "feel" at least a little bit less unfun and demotivating.

    Yo, actually, that is a pretty solid idea. Still almost as strong and it's like BBQ that rewards you for going after someone else (well in this case won't let you do it until you get someone else lol), while also preventing the toxic instant rescue->mori problem.

    My only concern is it's kind of convoluted and isn't exactly the easiest thing to put for instructions in a game like this. Other than that though that's actually the first good idea for a Mori nerf I've seen in a very very long time.

  • @White_Owl said:

    It would be easily abusable for deranking and trolling.

    I understand there is a risk with issues like these, but that's why there should be minimal requirements like time and maybe a gen or 2 done. I'm not sure of exactly what it would need, but it is needed if you can't DC anymore when the game is no longer fun or a game. That's not really specific to DbD but the level of toxicity and gameplay abuse is definitely pretty high in DbD.

    @Dolls said:

    https://forum.deadbydaylight.com/en/discussion/comment/1215494#Comment_1215494

    I'm sorry you are being so hurt by this game.

    I would suggest playing survivor for a time if killer is getting too annoying. But know survivors can be toxic towards each other as well. It happens to me about 20% of the time. But most games are friendly.

    Oh but let me tell you how much I dislike when say a survivor comes to work on my gen purposely to fail skill checks and when I try to leave and work on a new one they just follow me and do it again. Or fast vaulting through windows to draw attention to me working on bones...etc...

    But like I say for the most part you dont have to worry about these people.

    I'm in the minority in that I dont find killers toxic. The only thing I think killers do that is bad is work with survivors. Toxic survivors spoil everyones fun. I do sympathize with you as a killer.

    I appreciate the sentiment, and I honestly wish this game was fully fledged and balanced because I love some of the concepts so much that I'm still here, even after like the last 50 hours of gameplay being nothing but stale frustration as the underlying problems of the game amass more every match.

    I disagree, killers can be toxic for sure but it's harder, and less likely because simply because there are less killers.

    Again I appreciate the sympathy. As a Nurse main even one game can be enough for weeks if there are enough bugs and toxic people, and don't even get me started on if I 99% the 2nd blink Dx

  • @Dolls said:

    Just DC and get the 5 minute ban. Its not that big of a deal. If you find you want to surrender too much and DC is going up to an hour ban or something...maybe just play somethibg else for a while.

    I've DC from toxic fellow survivors several times but haven't had more than a 5 minute ban...its not that big or a deal I think.

    After hundreds of hours you stop trying to justify the flaws in something and start to grow to hate everything about it.

    That's me with this game. I used to make excuse after excuse and try anything to justify playing the game. But now it's just so full of toxic players who do nothing but abuse this game in ways it was never intended to be played that it ceases to be a game anymore. I play for fun, not to try and sweat my ass off for 4 minutes while survivors can just ######### around and get everything done. The original vision of this game has been lost to time and toxic people.

  • @LALYTHIA said:

    "...the fact that you're forced to stay in games you are clearly going to lose or have little to ZERO FUN AT ALL IN is bad. You shouldn't get punished for wanting to have fun in this game and leaving when there is none to be had."

    "Obviously it should work differently for survivors..."

    Yeah, who cares if a match is fun for survivors or not? LOL #########, no? If Killers get to forfeit a match because they're not enjoying it - survivors should get to as well. ๐Ÿ˜‚ And if that's the case, why did we do away with DC?????

    This is silly. No one gets to leave unless its in the dark embrace of the entity.

    Please try and critically think about why they have to be different. Survivors control this game in the current meta, there is no if and or buts about it. So the more powerful side is obviously going to have stricter limitations before they can quit. Killers are infamous in this game for getting BULLIED, in what world should the weaker side not be able to quit faster?

    @ClickyClicky said:

    LOL. Killers should have a surrender option but not survivors....meanwhile this forum still thinks survivors are the entitled ones.

    Think ABOUT IT JESUS CHRIST

    If survivors want to surrender they are probably down a person or 2 anyways, which is almost a loose state in itself if all gens aren't done. At that point the game can be finished quickly enough to not worry about surrendering. I'm not saying there shouldn't be a surrender option for survivors, but you already have most of the power in the game and can suicide on hooks anyways. It's harder for survivors to get a surrender option due to the nature of the game.

    @CosmicParagon said:

    Honestly just let killers open the gates at any time. If the survivors wanna leave so bad, just open the door and shoo them out

    This also works. Honestly anything to force toxic survivors out a game and not waste 20+ minutes tryharding and being toooooxxxxiiicccc

    @MonsterInMyMind said:

    Why so when killers get a bad map they just surrender instantly nah sounds unhealthy for the game to me.

    Bigger problem, shouldn't be maps that make killers want to give up in the FIRST PLACE.

    @Steel_Eyed said:

    What this request is is literally disconnecting. There is a litany of opinions on why this is a no-no and no longer going unpunished. Calling disconnecting something other than disconnecting is a disingenuous request.

    Keep trying on games that you feel you are losing. You might learn something that helps in future games and you might even win when you didn't think you could.

    No, it's not. Surrendering comes after a minimum amount of time and possibly other factors to discourage instant quitting. The main purpose of a surrender option is so you aren't held hostage by toxic people who want to get fun out of abusing you, another player, for fun. When that happens should I get punished for not wanting to indulge toxic people abusing a game when I'm trying to have fun? Does my fun not count just because there are 3 more people on the other side?

    It's not really about quitting games that are going poorly, it's about having the option to leave when the game stops being a game and starts being toxic simulator 2020 without getting punished for it.

  • I would love for you to come up with a way to nerf current Moris and have them still be useful.

    The most requested change for them I see is to only work on last hook, but that literally defeats the purpose of the Mori which is to quickly kill a survivor instead of going through 3 hook phases. So you're gonna have to make them more useful than that to be useable after.

  • @Peanits said:

    The best advice I could give you is to not sweat the losses right now. She's far from the easiest to play, especially with a controller, so there's no shame in losing with her. The only way you're really going to get better with her is to lose and learn from your mistakes. Going against easier opponents might make you win now, but it won't help you learn how to mindgame and hit the good ones.

    If you are playing against good survivors, though, I would recommend not blinking through walls (at least, not all the time) but instead blinking to the corners. Survivors need to break line of sight to get away from you. If you blink to where you think they'll be if they kept running, they can wait by the corner and run back the other direction and you'll have no idea where they are. By blinking to the corner, you can make sure that you can see them no matter which way they go.

    But you're ultimately want to get a feel for it. Sometimes it'll work, sometimes it won't. You'll need to practice and get a feel for what works and what doesn't, and how to read a survivor and guess what they'll do next.

    With the next update, we'll be increasing the maximum controller sensitivity, which might help you out a little if you find that it's not turning fast enough.

    Isn't separate killer rank coming in the future too? This would help with wanting to learn a new killer without having to worry about your rankings like OP.

  • @ZoneDymo said:

    it would ruin the game entirely, not going your way? ez leave.

    That said just hide in the basement and alt tab out, gg ez

    Your suggestion is literally the same thing as mine but with extra steps. Obviously there will have to be some sort of minimum time requirement or whatever before you can quit but what the ######### is the point of staying in the game afk in the corner instead of just giving up, leaving, and getting a hopefully better game all within the same time frame of the old match still going on because lets be honest survivors are toxic and will sit around for god knows how long extra to milk their points and try and bully.

    So I ask you, what is the point in not adding it in as opposed to doing what you say?

  • @bunnibeetea said:

    https://forum.deadbydaylight.com/en/discussion/comment/1211061#Comment_1211061

    I've been disconnecting a lot lately, as I feel like there is nothing I can do anymore In the game so I just gtfo

    Same here. Worried I might trigger an auto system. I wish they would just give us a surrender option. When they're so ######### sweaty and making the game zero fun why do I, as a killer PLAYER, want to keep playing a game for FUN that is producing ZERO FUN?

  • I disagree. I agree it's still awful but SWF toxic groups are the single worst thing this game has.

    SWF Toxic group <- Solo survivor <- Regular game

  • @Mister_xD said:

    i believe they said that microsoft wont let them change achievements, so they cant "fix" it.

    thats also the reason why killer adepts are so much harder to get than survivor adepts.

    imo Nurse needs an add on rework - at least for her ultra rares. they are so bad they actally nerf her power...

    btw, back in the day nurse used to have a 115% mms (4.6 m/s - Trapper speed) and 3 blinks basekit, so getting the achievement back then was no big deal. it just got harder and harder over time, up to where we are now: the hardest achievement ingame.

    Considering she was the 2nd to last one who just got an addon pass she isn't gonna get another any time soon. That addon pass was pathetic.

    We got:

    -Addons that are just as worthless if even more worthless than before

    -Over half are now memes that will never be used for anything other than m e m e s

    -Bugs galore, didn't fix any and only introduced more

    Like jesus christ it was so bad and they still haven't even acknowledged any of the negatives from it and act like most of it was very well done and well thought out when in reality no one that did any of the design changes even plays Nurse and it shows.

  • I don't understand why anyone would want that ability back it was so god awful in design.

    His only power is also something that stops him from interacting with survivors and can actually hurt you by causing downed people to get up or for infinite chases or gens getting done in your face etc...

    He was literally an m1 killer outside of his own handicap power. He did nothing, N O T H I N G outside of holding m2 to then m1 7 seconds later. If you want old Freddy just play Trapper and wait 7 seconds before hitting someone, and you're playing basically the same killer minus his TR stuff.

    I'll admit the sniper addons made using his power really funny on open maps where you could sleep people from really far away but that was just a meme, his power is still a handicap in every single way unless they redo it so you can at least stop awake survivors from interacting with things so you can't get t-bagged while sitting there doing nothing.

  • You mean constant 3 minute games and barely any fun as killer is starting to turn playing killer into a boring masochist sim and playing survivor is just playing 'Bully' from back in the day, who would've thought?

  • @tippy2k2 said:

    Splitting the player base for a game as small as DBD would likely end poorly. People complain about queue times as it is; that would get exponentially worse if you split the survivor pool like that, especially if killers decide they don't want to play against SWF even with bonus points.

    I'd rather wait longer que times than have to fight an unfair advantage that got put into the game through the sheer force of whining.

  • You guys are right. Survivors have it so bad and are the weakest class in this game. It's honestly a wonder how SWF and survivors are a rampant problem in higher elos where they can dominate and dictate the game without the killer having much say in it.

    Survivors just have it so hard that even after years of constant nerfing they can still bully killers. Must be so hard to play survivor.

  • I agree. Feels like YuGiOh where everything became OTK or FTK. Why are people in such a rush to make the game unfun and a sweat simulator in PvP games?

  • @Peanits said:

    A few things got lost in the move- I'm working on fixing them as soon as possible. It should hopefully look even better once it's done.

    Unacceptable. I want 10 refunds.

  • @MPUK said:

    https://forum.deadbydaylight.com/en/discussion/comment/1110538#Comment_1110538

    But they're ultra rare add ons they SHOULD be strong but they are weak as #########! 25% of a gen. Wow.

    If killers started having their ultra rare add ons turned in to weak ######### everyone on here would be up in arms about how unfair it is but because it is survivor stuff getting hammered it is all good, positive changes.

    I don't care about toolboxes having their charges reduced, it is the fact they have been reduced SO much and border on pointless now. Survivor bloodweb becomes more pointless with each update at the moment. Survivors may as well just have 15 perks per bloodweb and not bother having any items. Ooh a toolbox with half a charge on it for 4000 BP but I can make sure for that second I don't get a skill check if I use this add on for 4000 BP. 8000BP for next to nothing in game. Wooooo fun!

    1/4 of a gen for 2 skill checks is garbage? Just because it doesn't instantly complete a gen doesn't mean it's worthless come on now try and think how survivor stuff can get incredibly op extremely fast when you bring FOUR of it in :/

  • @Gandalf said:

    the deathslinger? he slings his chain in the air and hits the survivor in the head?

    Looking like a chain swinging power yup.

    Huntress 2.0?

  • We know his name at least.

    Deathslinger.

  • If a small QOL change that should have been in the game since day 1 is a big SuRpRiSe then the team has really lost a lot of their original glamour.

  • @Huntar said:

    Anyone mind explaining what the surprise was for those of us who can't watch?

    Based on earlier comments (I didn't watch either) it appears that Trapper can now re-set traps that are on the ground already instead of having to pick them up and then set them back down again.

  • The reason old Nurse and Billy worked is because they were designed during a time when they wanted the player to decide how and when they were going to use their power. It was very free flowing and at your discretion.

    What makes new Nurse bad is the janky cooldown that makes her gameplay a constant start and come to a screeching stop every 3 seconds. It breaks flow.


    What makes Oni and Spirit good is they still have some tools outside of their power, although much weaker (Oni with blood tracking, Spirit with her passive fading.)

    Doctor is kind of a mix between the two schools right now since he has a pretty open shock power AND a cooldown power. I still wish they would go back to designing powers without a cooldown meter. It artificially limits the players and creates a low skill ceiling based around the timing of the power instead of the power itself.

  • If we can't bring her back to prenerf then can we at least change the rework she got? We need something to help the fluidity of it because they left it a janky mess. Something like:

    -Power meter charges even when charging a blink but does so at a much slower rate (i.e., 25%~50% numbers can be tweaked) to avoid the nonsensical times where you are at 99% or close to a blink but you don't get it and waste not only the blink you just used but also the timer on the next one.

    -Doesn't consume charges outside of chases

    -Any one of the other thousand suggestions by people who play her and understand her

  • @Animator said:

    https://forum.deadbydaylight.com/en/discussion/comment/1056039#Comment_1056039

    OMG. Cooldown chainsaw for Bubba? Seriously? OMG. It seemed to him on the contrary that he needed a buff, not a wild nerf.

    I agree I think he needs a buff, and I also agree with @Animator I think he could use an actual power or at least secondary ability.

  • Luckily for you they said both chainsaw bois are getting an "addon pass" so that almost certainly means half of the addons will turn into memes and they'll both get a cooldown on their powers and call it a day.

  • @Fibijean said:

    Although it has been suggested that one strategy is just to let the furthest generators go if you know you can't defend them effectively, map size has also been acknowledged by the developers as an issue and the map design team have confirmed plans to shrink larger maps in the future.

    Probably around the same time they're actually going to address SWF... so never lol.

  • @CubnLinkTony said:

    https://forum.deadbydaylight.com/en/discussion/comment/1053431#Comment_1053431

    Nurse 100% doesn't have flashlight burn....wraith is the only killer who can "go invisible" so hes rhe only one who can experience it

    image.png


    There's a difference between 100% cannot be, and 100% haven't experienced it yet.

  • @Hamtroll said:

    https://forum.deadbydaylight.com/en/discussion/comment/1054743#Comment_1054743

    Oh cmon, there's plenty of other easy mode killers to play other than nurse. I enjoy the salt from survivors most of the time. That's how you know you did well. When I get massacred playing survivor, it is very hard to hold my tongue and just say gg, but I usually do, even if it was more my team that killed me than the killer themselves.

    Nurse isn't easy mode. She's challenging and takes a lot of skill to even preform mediocre.

    Sure I could switch to Freddy again but as much as I love trap killers (including Hag but she's too easily countered by SWF) I like teleporting more. And his teleport never really vibed with me. If it worked on completed generators and was a more fluid ability I might have switched but they focused more on his traps so... :(

  • @Hopesfall said:

    https://forum.deadbydaylight.com/en/discussion/comment/1054748#Comment_1054748

    Tinkerer really didn't seem to do much for a few reasons

    • It doesn't last very long
    • As soon as you charge the blink they get an audio cue, and so they are looking around.. it seemed they were always ready to bolt away
    • It only activates at 85%, so by the time you're able to blink to said gen it's probably going to be done

    Even if I were playing normal with Tinkerer.. these points would still stand IMO.

    Dark Devotion is probably a better option if we're talking stealth

    Like I said, I'm used to using it prenerf where it doesn't take 15 seconds to travel the same distance it took you 5. Back then it didn't matter if they heard it or not as long as you weren't on the other side of the map there was a decent chance you could get a grab right before it was finished, especially if there was a wall blocking their LOS so they could only hear her gasp and not tell the distance of it.

    Glad I dropped the game before my favorite combo got ######### on.

  • @ABannedCat said:

    That music implies that Nurse-chases are exciting. While in reality the survivors just hold W really.

    The chase music implies you can be in a chase for longer than 2 seconds before they're out of chase distance from your incredibly slow ass walk speed.

  • @Hopesfall said:

    Anyways after 5 or 6 more games.. I finally got it.. relieved. Got it from a hook rescue during EGC, which is probably more logical than trying to grab off gens.

    I swear I was putting all my mental processes into trying to figure out the best way to gen grab.. I used Shadowborn for extra line of sight, Insidious and Tinkerer, and bunch of random crap after each of the previous matches failed. Even on The Game, I was Insidious above the bathroom gen.. when Tinkerer kicked in I blinked down and the guy immediately ran off :(

    anyways.. glad it's done with.. I pray for the ones that follow in this quest

    Much of your struggle came from trying to do it in a legit game. My joke suggestion might've alleviated much of that stress in lieu of a real scenario. Regardless though congratulations on getting post nerf as that is definitely more of an achievement than getting it prior.

    Did you like Tinkerer on Nurse? I personally think she's one of the few capable of getting real use out of it. Well, WAS capable, before her changes.

  • After spending hundreds of hours getting toxic abuse from survivors (and occasionally when I played survivor the fewer toxic killers) I was tempted to quit and played less than I was before.

    Then they changed Nurse and completely and utterly ignored our feedback while forcing changes on us that are clearly done by people who don't understand her. That was what pushed me over the edge.

    Now I just lurk on the forums and keep Nurse discourse as relevant as I can in hopes that the devs will see we DON'T LIKE THE CHANGES AND HAVE OFFERED SO MANY BETTER ONES.

  • @Colton147 said:

    Killers receive more bloodpoints than survivors.

    Killers tend to average around 100K a game, while survivors average around 6K-10K - killers can get through multiple bloodwebs (depending on level), while survivors can usually only get a single item. It makes the grind on the survivor side difficult and tedious, especially for newer players.

    Others have pointed out how wrong this hyperbole is but I have one other thing to add:

    It's almost like the killer (1) is playing against four(4) survivors. Of course killer is going to average more BPs per game than a survivor. It'd be backwards if they had the power role, control of the match and it's pacing, AND the exact same BP gain as killer.

    that's also not counting the fact that survivors can keep items and even FIND MORE in a match while killers strictly lose their addons every single game without an offering. They need to have higher average of BP/match to keep up with that kind of addon economy. Survivors can quite literally find the most expensive and strong items in the game with addons for free without spending a single BP to do it.

  • @TragicSolitude said:

    I'd never get to hear the music; she's always too far behind to be counted as in a chase with.

    Slay it girl. That was ๐Ÿ”ฅ๐Ÿ”ฅ๐Ÿ”ฅ

  • @ZoneDymo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1054204#Comment_1054204

    I think those scenarios is enough, in general I feel perks and addons and offerings are too powerful and skew the balance too much.

    More subtle boosts is better.

    I can agree with that. The problem with that though is it would take a lot more than just Moris/Keys to be nerfed to get anywhere near that though.

  • Not personally but a lot of toxic people who don't frequent the forums certainly want it that way. Why else do they bring x4 toolboxes and x4 DH/DS/etc?

    @Stitch7833 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1053909#Comment_1053909

    Im just honest, iv had the game for years and been at rank 1 for 2 years. survivor is the power role i understand that and can admit it, hell i even run random perks and no items to try make it more fair but i still get lobby dodged which shows there are huge issue if killers feel the need to do that often. i just wanna have fun, escaping has never been set in my mind, just let me have some good chases and a lengthy game. these 5min games are boring and shouldnt exist

    Totally accurate, I wish the devs would be more proactive and stop dismissing the game speed problem.

    @Me_so_Oni said:

    yet everyone seem to complain about the rank disparity in their matches.

    And yet we see see posts popping up that red ranks are potatoes too.

    I'm glad they get rid of the ranks because a rank 15 killer gets matched up with rank 4 5 6 etc anyway.

    Yeah it will help with the stress since you don't know if the MM screwed you or not. Not a real fix but it is a step in the right direction.

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